CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 415

_id caadria2010_027
id caadria2010_027
authors Fernando, Ruwan; Robin Drogemuller, Flora Dilys Salim and Jane Burry
year 2010
title Patterns, heuristics for architectural design support: making use of evolutionary modelling in design
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 283-292
doi https://doi.org/10.52842/conf.caadria.2010.283
summary Software used by architectural and industrial designers has shifted from becoming a tool for drafting, towards use in verification, simulation, project management and remote project sharing. In more advanced models, design parameters for the designed object can be adjusted so that a family of variations can be produced rapidly. With the advances in computer aided design (CAD) technology, design options can now be generated and analyzed in real time. However the use of digital tools to support design as an activity is still at an early stage and has largely been limited in functionality with regard to the design process. To date, major CAD vendors have not developed an integrated tool that is able to leverage specialised design knowledge from various discipline domains (known as expert knowledge systems) as well as to support the creation of design alternatives that satisfy different forms of constraints. We propose that evolutionary computing and machine learning be linked with parametric design techniques in order to monitor a designer’s cognition and intent based on their design history. This will lead to results that impact future work on design support systems which are capable of supporting implicit constraint and problem definition for wicked problems that are difficult to quantify.
keywords Design support; heuristics; generative modelling; parametric modelling; evolutionary computation
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2010_149
id ecaade2010_149
authors Salim, Flora Dilys; Burry, Jane; Taniar, David; Lee, Vincent Cheong; Burrow, Andrew
year 2010
title The Digital Emerging and Converging Bits of Urbanism: Crowddesigning a live knowledge network for sustainable urban living
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.883-891
doi https://doi.org/10.52842/conf.ecaade.2010.883
wos WOS:000340629400094
summary Data is ubiquitous in our cities. However, designing a knowledge network about our cities is an arduous task, given that data sensed cannot be used directly, human significance must be added. Adding human significance can be achieved via an automated “expert system (ES)” in which domain expert knowledge are stored in a knowledge-based repository. The domain expert knowledge is matched with the corresponding data to derive specific inference which can aid decision making for urban stakeholders.This requires amalgamation of various interdisciplinary techniques. This paper presents a survey of existing technologies in order to investigate the emerging issues surrounding the design of a live knowledge network for sustainable urban living. The maps and models of the existing infrastructure of our cities that include a wealth of information such as topography, layout, zoning, land use, transportation networks, public facilities, and resource network grids need to be integrated with real-time spatiotemporal information about the city. Public data in forms of archives and data streams as well as online data from the social network and the Web can be analyzed using data mining techniques. The domain experts need to interpret the results of data mining into knowledge that will augment the existing knowledge base and models of our cities. In addition to the analysis of archived and streamed data sources from the built environment, the emerging state-of-the-art Web 2.0 and mobile technologies are presented as the potential techniques to crowddesign a live urban knowledge network. Data modeling, data mining, crowdsourcing, and social intervention techniques are reviewed in this paper with examples from the related work and our own experiments.
keywords Crowdsourcing; Knowledge discovery; Mobile and ubiquitous computing; Urban modeling; Spatial interaction; Social networking; Web 2.0
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2010_050
id caadria2010_050
authors Salim, Flora Dilys; Hugo Mulder and Jane Burry
year 2010
title A system for form fostering: Parametric modeling of responsive forms in mixed reality
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 531-540
doi https://doi.org/10.52842/conf.caadria.2010.531
summary This paper investigates the integration of mixed reality with parametric modeling. This supports the concept of Form Fostering, which goes beyond the traditional form finding. Form Fostering takes sensory input from the physical world to inform a parametric model. We will present a prototype of the system that we have developed, which includes the use of a Wii Remote, an Arduino processing board, servo actuators and a camera as haptic input and interaction devices for Form Fostering. The potential benefits of designing in mixed reality are significant since designers can get real-time feedback from both the physical context and from changing physical design constraints represented by virtual parametric relationships. In order to leverage seamless interaction and activity between the physical and the virtual world, it is invaluable to consider sensing as an input for design.
keywords Parametric modeling; mixed reality; responsive architecture; responsive form; physical interaction; form fostering
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:56

_id ascaad2010_271
id ascaad2010_271
authors Sharkasi, Nour; Ramzi Hassan and Caroline M. Hagerhal
year 2010
title Presence in Virtual Cave
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 271-278
summary Virtual Reality (VR) is usually recognized as a tool that enables the viewer to move freely in a three dimensional digital environment. In this virtual world, different levels of immersion could be reached. Using VR to visualize sites and places from the past, presents and future is widely acknowledged. This study is making use of a recently installed U-Cave theatre at Birzeit University (BZU) in Palestine and a Con-Cave VR theatre at the Norwegian University of Life Sciences (UMB).In the study, we test hypotheses connected to presence in virtual reality environments, using the case of historical sites. Historical sites in general are important for reasons of cultural identification and environmental integrity. In many historical sites, it is difficult for a layperson to read and understand the meaning of the site, for that the remaining ruins don’t provide enough information. This study will contribute to improving the public understanding for historical sites by unfolding the role of Virtual Reality to overcome the harsh reality of many damaged historical sites. The story-line of the site can be easily portrayed by re-constructing the original site in a virtual environment. The study also elaborates on the enriched sense of presence made possible by implementing different levels of details in the VR environment. Presence in VR environments is usually defined as “being there”, with high consideration of the physical ether of the virtual environment, the definition confines attention to the sensation of place. This study calls for expanding the attention to the dimension of time that is made possible by innovative design of VR environment. The study argues that virtual reality technology does not only provide a 3-D experience to subjects, it can also add a fourth dimension by conveying the unconsciousness of man from the meanwhile moment to a different timeframe. Based on the current knowledge on presence in virtual environments, we will use a questionnaire to measure subjective presence for the two VR theatre systems. The study will make use of the following factors in order to determine the degree of presence in the virtual environment: (1) naturalness of interface design and involvement, (2) control and interaction, (3) quality of technical capabilities, and (4) negative effects. The outcome of the study will verify or falsify some of the following hypotheses: • There is a correlation between modeling techniques and presence. The perception of the visual experience differs between traditional media and an immersive VR environment. • A presentation of a historical site in a VR-Cave environment will increase our subject’s awareness of the identity of the historical site. • The presence level is correlated to previous real exposure. Subjects who had been to a ruined historical site in real life, would experience higher level of presence toward the VR presentation than those who had not been to the historical site in reality. • Because of the display enclosure surround effect, it is believed that presence in a Con-Cave would be higher than of U-Cave VR environment.
series ASCAAD
type normal paper
email
last changed 2011/03/01 07:47

_id acadia10_340
id acadia10_340
authors Tamke, Martin; Riiber, Jacob; Jungjohann, Hauke
year 2010
title Generated Lamella
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 340-347
doi https://doi.org/10.52842/conf.acadia.2010.340
summary The hierarchical organization of information is dominant in the setup of tectonic structures. In order to overcome the inherent limitations of these systems, self-organization is proposed as a means for future design. The paper exemplifies this within the research project “Lamel la Flock”. The research takes its point of departure in the structural abilities of the wooden Zollinger system: a traditional structural lamella system distributed as a woven pattern of interconnected beams. Where the original system has a very limited set of achievable geometries our research introduces an understanding of beam elements as autonomous entities with sensorymotor behaviour. By this means freeform structures can be achieved Through computation and methods of self-organization, the project investigates how to design and build with a system based on multiple and circular dependencies. Hereby the agent system negotiates between design intent, tectonic needs, and production. The project demonstrates how real-time interactive modeling can be hybridized with agent–based design strategies and how this environment can be linked to physical production. The use of knowledge embedded into the system as well as the flow of information between dynamic processes, Finite Element Calculation and machinery was key for linking the speculative with the physical.
keywords agent based systems, digital fabrication, aware models, wooden structures, industrial collaboration, 1:1 demonstrator
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id cf2011_p060
id cf2011_p060
authors Sheward, Hugo; Eastman Charles
year 2011
title Preliminary Concept Design (PCD) Tools for Laboratory Buildings, Automated Design Optimization and Assessment Embedded in Building Information Modeling (BIM) Tools.
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 451-476.
summary The design of laboratory buildings entails the implementation of a variety of design constraints such as building codes; design guidelines and technical requirements. The application of these requires from designers the derivation of data not explicitly available at early stages of design, at the same time there is no precise methodology to control the consistency, and accuracy of their application. Many of these constraints deal with providing secure environmental conditions for the activities inside laboratories and their repercussions both for the building occupants and population in general, these constraints mandate a strict control over the building’s Mechanical Equipment (MEP), in particular the Heating Ventilating and Air Conditioning (HVAC) system. Due to the importance of these laboratory designers are expected to assess their designs not only according spatial relationships, but also design variables such as HVAC efficiency, air pressure hierarchies, operational costs, and the possible implications of their design decisions in the biological safety of the facility. At this point in time, there are no practical methods for making these assessments, without having constant interaction with HVAC specialists. The assessment of laboratory design variables, particularly those technical in nature, such as dimensioning of ducts or energy consumption are usually performed at late stages of design. They are performed by domain experts using data manually extracted from design information, with the addition of domain specific knowledge, the evaluation is done mostly through manual calculations or building simulations. In traditional practices most expert evaluations are performed once the architectural design have been completed, the turn around of the evaluation might take hours or days depending on the methods used by the engineer, therefore reducing the possibility for design alternatives evaluation. The results of these evaluations will give clues about sizing of the HVAC equipment, and might generate the need for design reformulations, causing higher development costs and time delays. Several efforts in the development of computational tools for automated design evaluation such as wheel chair accessibility (Han, Law, Latombe, Kunz, 2002) security and circulation (Eastman, 2009), and construction codes (ww.Corenet.gov.sg) have demonstrated the capabilities of rule or parameter based building assessment; several computer applications capable of supporting HVAC engineers in system designing for late concept or design development exist, but little has been done to assess the capabilities of computer applications to support laboratory design during architectural Preliminary Concept Design(PCD) (Trcka, Hensen, 2010). Developments in CAD technologies such as Building Information Modeling (BIM) have opened doors to formal explorations in generative design using rule based or parametric modeling [7]. BIM represents buildings as a collection of objects with their own geometry, attributes, and relations. BIM also allows for the definition of objects parametrically including their relation to other model objects. BIM has enabled the development of automated rule based building evaluation (Eastman, 2009). Most of contemporary BIM applications contemplate in their default user interfaces access to design constraints and object attribute manipulations. Some even allow for the application of rules over these. Such capabilities make BIM viable platforms for automation of design data derivation and for the implementation of generative based design assessment. In this paper we analyze the possibilities provided by contemporary BIM for implementing generative based design assessment in laboratory buildings. In this schema, domain specific knowledge is embedded in to the BIM system as to make explicit design metrics that can help designers and engineers to assess the performance of design alternatives. The implementation of generative design assessments during PCD can help designers and engineers to identify design issues early in the process, reducing the number of revisions and reconfigurations in later stages of design. And generally improving design performance.
keywords Heating ventilating and Air Conditioning (HVAC), Building Information Models (BIM), Generative Design Assessment
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia10_357
id acadia10_357
authors Brell-Cokcan, Sigrid; Braumann, Johannes
year 2010
title A New Parametric Design Tool for Robot Milling
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 357-363
doi https://doi.org/10.52842/conf.acadia.2010.357
summary This paper proposes the use of parametric design software, which is generally used for real-time analysis and evaluation of architectural design variants, to create a new production immanent design tool for robot milling. Robotic constraints are integrated in the data flow of the parametric model for calculating, visualizing and simulating robot milling toolpaths. As a result of the design process, a physical model together with a milling robot control data file is generated.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id caadria2010_031
id caadria2010_031
authors Burke, A.; B. Coorey, D. Hill and J. McDermott
year 2010
title Urban micro-informatics: a test case for high-resolution urban modelling through aggregating public information sources
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 327-336
doi https://doi.org/10.52842/conf.caadria.2010.327
summary Our contention is that the city is a rich collection of urban micro-ecologies in continuous formation that include information types outside the traditional boundaries of urban design, city planning, and architecture and their native data fields. This paper discusses working with non-standard urban data types of a highly granular nature, and the analytical possibilities and technical issues associated with their aggregation, through a post professional masters level research studio project run in 2008. Opportunities for novel urban analysis arising from this process are discussed in the context of typical urban planning and analysis systems and locative media practices. This research bought to light specific technical and conceptual issues arising from the combination of processes including sources of data, data collection methods, data formatting, aggregating and visualisation. The range and nature of publicly available information and its value in an urban analysis context is also explored, linking collective information sites such as Pachube, to local environmental analysis and sensor webs. These are discussed in this paper, toward determining the possibilities for novel understandings of the city from a user centric, real-time urban perspective.
keywords Urban; informatics; processing; ubicomp; visualisation
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ijac20108105
id ijac20108105
authors Grobman, Yasha Jacob; Abraham Yezioro; Isaac Guedi Capeluto
year 2010
title Non-Linear Architectural Design Process
source International Journal of Architectural Computing vol. 8 - no. 1, 41-54
summary The introduction of the computer to the architectural design process have facilitated the possibility to examine a large number of design alternatives by allowing continuous variation between pre defined constraints. However, for the most part, evaluation and comparison of the alternatives is still handled manually in a linear fashion by the designer. This paper introduces a different approach to the architectural design process, which calls for a multithreaded or a non-linear design process. In a non-linear design process design directions and alternatives are generated, presented and evaluated simultaneously, and in real time. As an example for a non-linear design process the Generative Performance Oriented Design model and software tool (GenPOD) are presented and discussed. Moving towards non-linear modes of design arguably increases design creativity by allowing generating and evaluating a greater number and variation of design alternatives.
series journal
last changed 2019/05/24 09:55

_id sigradi2010_26
id sigradi2010_26
authors Klinger, Kevin R.
year 2010
title Connect Globally | Make Locally: Cases in Design - Through - Production Collaboration Between the Academy and Industry
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 26-29
summary Collaboration and information exchange are the primary tactics for a globally connected locally produced design - through - production process. With strategic industry partners, Ball State University students test knowledge through real - world applications. While the open access to knowledge in the global environment is critical, it is also imperative to consider the ethic of production and regionally specific conditions under which work is enabled. To this end, the paper will reveal specific design - throughproduction industry - partner collaborations, while exploring the regional implications of making locally, and consider the role of the university to serve as a local catalyst for change in a shifting global economic climate.
keywords digital fabrication, immersive learning, regionalism, collaborative design, design - through - production
series SIGRADI
email
last changed 2016/03/10 09:54

_id ecaade2010_104
id ecaade2010_104
authors Mark, Earl
year 2010
title Optimizing Solar Insolation in Transformable Fabric Architecture: A parametric search design process
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.461-470
doi https://doi.org/10.52842/conf.ecaade.2010.461
wos WOS:000340629400050
summary A design studio and a parallel research project focused on transformable fabric architecture. To facilitate a part of this work, computer based shape generation tools were used to optimize the placement of thin-film photovoltaic cells onto a transformable roof structure. In addition, the tension membrane fabric is rigged in a way that is similar to a sailing boat. The fabric is set into position by winches and cables. The winches are hand-operated so as to lower the overall energy cost. The initial computer models proceeded concurrently with the mockup of small-scale physical prototypes. In addition, the author used an open source programming language to implement a particle spring real time simulation of the fabric shapes. The simulation included a three-dimensional graphical representation of solar insolation and helped to further determine the physical geometry of the project. One of the goals was to evaluate whether larger transformations to the structure as a whole or smaller movements in the fabric would help to optimize the solar insolation benefits. As the examination of potential forms narrowed down to classical saddle shapes, the practical details of rigging the fabric imposed further limitations on its transformable nature. This paper is focused on how modeling with ad hoc tools and especially real-time computer simulation influenced the direction of the work.
keywords Transformable fabric architecture; Parametric design; Thin-film photovoltaic cells; Animation; Simulation
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2010_025
id caadria2010_025
authors Meyboom, Annalisa; Jerzy Wojtowicz and Greg Johnson
year 2010
title ROBO studio: towards architectronics
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 259-268
doi https://doi.org/10.52842/conf.caadria.2010.259
summary Contemporary architecture can be seen as a dynamic system that causes change to its environment, or even as system that can modify itself. Interactive or responsive environments are not totally new to architecture however the possibilities in architecture have only been lightly referred to. This interdisciplinary design studio, with mechatronics engineers and architects collaborating, explored possible applications with real world equipment, sensors and knowledge. Development of responsive architecture requires architects to have a fluency in sensors, actuators and their control system programming. New potential application of technologies requires a re-framing of what that technology could do in a different social application. Together these issues challenged architecture and engineering students in a collaborative design environment. The resulting projects – kinetic architecture on control systems – challenge our understanding of what our built environment could be.
keywords Architecture; mechatronics; robotics; kinematics; design
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:58

_id sigradi2010_96
id sigradi2010_96
authors Monteiro, de Menezes Alexandre; Pinto Guimarães Marcelo; Mascarenhas Santos Eduardo
year 2010
title O uso interativo de tecnologia digital para ensino integrado da representação arquitetônica pela prática de acessibilidade para todos [The interactive use of digital technologies for integrated education and practice of architectural representation, accessible for all]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 96-99
summary Two Brazilian academic laboratories at UFMG explored processes for conceptual creation and development of digital guidebooks about architectural drafting design and practice of environmental accessibility for all. It is expected that students may achieve high critical and creative perspectives about knowledge construction in real life contexts by using digital interactive multimedia. This software package allows users to learn freely, at their own pace or location at any time, in a sequence of instruction units. In order to improve students’ autonomy in acquiring learning skills, a new, interdisciplinary, culture seems to push the curriculum beyond conventional techniques.
keywords architectural drafting; digital interactive instruction; environmental accessibility; multimedia
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2010_55
id sigradi2010_55
authors Monteiro, de Menezes Alexandre; Silva Viana Maria de Lourdes; Pereira Junior Mário Lucio; Palhares Sérgio Ricardo
year 2010
title A adequação (ou não) dos aplicativos BIM às teorias contemporâneas de ensino de projeto de edificações [The sufficiency (or not) of BIM apps to contemporary theories of architecture project teaching]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 55-57
summary Two Brazilian academic laboratories at UFMG explored processes for conceptual creation and development of digital guidebooks about architectural drafting design and practice of environmental accessibility for all. It is expected that students may achieve high critical and creative perspectives about knowledge construction in real life contexts by using digital interactive multimedia. This software package allows users to learn freely, at their own pace or location at any time, in a sequence of instruction units. In order to improve students’ autonomy in acquiring learning skills, a new, interdisciplinary, culture seems to push the curriculum beyond conventional techniques.
keywords architectural drafting; digital interactive instruction; environmental accessibility; multimedia
series SIGRADI
email
last changed 2016/03/10 09:55

_id caadria2010_037
id caadria2010_037
authors Pelosi, Antony W.
year 2010
title Obstacles of utilising real-time 3D visualisation in architectural representations and documentation
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 391-400
doi https://doi.org/10.52842/conf.caadria.2010.391
summary This paper describes obstacles in using current generation software for real-time 3D visualisations in architectural representations. The obstacles discussed are focused on three areas, controllability of first person view navigation, spatial quality of real-time environment and geometry interoperability. With the increased influence of leading 3D computer games, how can AEC industries leverage the potentials they offer, advanced user interaction and realistic spatial environments. The paper compares CAD and BIM software with current generation 3D computer Game engines.
keywords Real-time; visualisation; game engine; architectural representation
series CAADRIA
email
last changed 2022/06/07 07:59

_id ijac20108101
id ijac20108101
authors Phan, Viet Toan; Seung Yeon Choo
year 2010
title Augmented Reality-Based Education and Fire Protection for Traditional Korean Buildings
source International Journal of Architectural Computing vol. 8 - no. 1, 75-91
summary This study examines an application of Augmented Reality technology (AR) for Korean Cultural Traditional Buildings, specifically, the Namdaemun Gate, "National Treasure No 1" of the Republic of Korea. Unfortunately, in February 2008, the Namdaemun Gate burned down, despite the efforts of many firemen, as the main difficulty was getting the fire under control without any structural knowledge of the wooden building. Hence, with the great advances in digital technology, an application of virtual technical information to traditional buildings is needed, and the new technology of AR offers many such advantages for digital architectural design and construction fields. While AR is already being considered as new design approach for architecture, outdoor AR is another practical application that can take advantage of new wearable computer equipment (Head-mounted display also know as HMD, position and orientation sensors, and mobile computing) to superimpose virtual graphics of traditional buildings (in this case, Namdaemun Gate) in a real outdoor scene. Plus, outdoor AR also allows the user to move freely around and inside a 3D virtual construction, thereby offering important training opportunities, for example, specific structural information in the case of firemen and mission planning in the case of a real-life emergency. In this example, the proposed outdoor AR system is expected to provide important educational information on traditional wooden building for architects, archaeologists, and engineers, while also assisting firemen to protect such special buildings.
series journal
last changed 2019/05/24 09:55

_id ecaade2010_080
id ecaade2010_080
authors Queiroz Abreu Torres, Yuri; Fukuda, Tomohiro; Yabuki, Nobuyoshi
year 2010
title Use of a WiFi Location Estimation Service as a Tool for Presenting Real Time Information During a River Cruise
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.557-564
doi https://doi.org/10.52842/conf.ecaade.2010.557
wos WOS:000340629400060
summary This paper highlights the use of ubiquitous technology to effectively enable location estimation in a system that promotes the display of surrounding information during a sightseeing cruise. The proposed system stands on the applicability of WiFi signal strength to grasp current location and on the use of web-tagged place information on the contents of riverfront places and its revival processes. The effectiveness of system in both technical and social aspects was verified promoting a river cruise in downtown Osaka in cooperation with volunteer citizens, experts and a cruise company. The accuracy provided by the WiFi location estimation presented some failures at certain points but was satisfactory enough to guarantee the display of nearby information at certain level. The proposed web navigation was testified positive by respondents, although additional adjustments of its design and improvements of the WiFi server were pointed out as necessary steps.
keywords Location estimation; Place information; WiFi; GPS; River cruise
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2010_023
id ecaade2010_023
authors Rafi, Ahmad; Salleh, Azhar; Paul, Avijit; Maulana, Reza; Athar, Faisal; Pratiniyata, Gatya
year 2010
title e-Warisan SENIBINA: Towards a collaborative architectural virtual heritage experience
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.739-746
doi https://doi.org/10.52842/conf.ecaade.2010.739
wos WOS:000340629400079
summary This research introduces the concepts of virtual heritage in the field of architecture. It then continues with the fundamentals of virtual heritage (VH) metadata structure adopted from the UNESCO guidelines. The key highlights to the content of e-Warisan SENIBINA will be demonstrated via techniques to reconstruct heritage buildings towards a collaborative architectural virtual heritage experience as closely to originally design features. The virtual reconstruction will be based on the techniques suggested by the research team tested earlier in a smaller scale of advanced lighting technique for virtual heritage representations. This research will suggest (1) content preparation for creating collaborative architectural heritage, (2) effective low-polygon modelling solutions that incorporate global illumination (GI) lighting for real-time simulation and (3) texturing techniques to accommodate reasonable detailing and give the essence of the VH.
keywords Simulation; Virtual heritage; Virtual reality; Collaborative environment; Realistic lighting
series eCAADe
email
last changed 2022/06/07 08:00

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